Random Walk / Light Problem

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Banti
Licensed Customer
Posts: 103
Joined: Sat Nov 16, 2019 9:45 pm

So after a lot of testing on this issue again, I have come to notice that this problem with the fake shadow bias does NOT exist when the opacity of all the light emitters is left at 1. I usually hide all my emitters by setting the opacity to 0 in the scene (as most of my scenes are interior scenes), so this problem was pretty much always there. It makes me wonder why it only happens when the emitters opacity is set to 0 and what the chances are this will be fixed sometime?


Octane is already miles behind when it comes to skin shading when compared to pretty much every other render engine (who more often than not provide dedicated skin materials).

And using the random walk medium on a specular material is the only way to make skin look somewhat good in Octane. Since there is already the faceting issue when using specular materials (that can only be minimized by increasing subdivision levels to a ridiculous amount) that Otoy is seemingly unable to fix, this makes working with realistic skin a nightmare in Octane.

I just hope Otoy will take a step forward in regards of skin shading as it is a great render engine in most other departments.
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Banti wrote:And using the random walk medium on a specular material is the only way to make skin look somewhat good in Octane. Since there is already the faceting issue when using specular materials (that can only be minimized by increasing subdivision levels to a ridiculous amount) that Otoy is seemingly unable to fix, this makes working with realistic skin a nightmare in Octane.
Yeah, that has already been reported many times, and the silence about that is worrying. It's pretty much useless right now.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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